Clash Royale Tournament Week Earns the Title an Extra $1.5 Million in Revenues

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In the week of July 4th to July 10th, Supercell supported Clash Royale competitions to celebrate the launch of the new tournament function for the hit title. The move proved hugely successful as revenues, downloads, and Twitch viewership for the game increased compared to the weeks prior. Combining data from Newzoo’s Mobile Intelligence Suite, Newzoo’s Twitch Tracker, and Priori Data’s App Store Intelligence, we show that esports is an effective method for driving gamer engagement, and ultimately, revenues.

A qualitative analysis on the tournament function can be found in the Esports Observer’s recent article.

GLOBAL REVENUES INCREASED BY MORE THAN 40% ON JULY 4th

The tournament had its biggest revenue peak on its first day, the 4th of July. Global revenues on the US National holiday were up 40% when compared to the baseline – the average revenues of week 25. Monday also saw the highest viewership peak of the tournament, when more than 16 thousand people tuned in to watch the popular streamer Phonecats. New downloads steadily increased toward the weekend, when new players had more time to try the game and its functions. At its peak, downloads were up more than 50% compared to week 25.

In the two weeks since the update, there were more than a million additional downloads and more than $1.5 million additional revenues when compared to the two weeks before the tournaments.

FAMILIAR FACES LEAD VIEWERSHIP INCREASE

More than half of Supercell’s featured streamers used Twitch as their main broadcasting platform. Using Newzoo’s Twitch Tracker, we were able to see the huge impact of the tournaments on viewership. Compared to the week before the tournaments, the total hours spent watching Clash Royale more than doubled to 614.2 thousand, an increase of 117%. The top 5 streamers of the week were popular Clash Royale content creators who cater to the community with regular videogame content. The top 3, Phonecats, Trymacs, and MonsterDFace, increased their hours watched by 73.6%, 118.4%, and 257.8% respectively. The top 5 streamers accounted for almost 45% of all hours watched throughout the week.

The tournament week is a perfect example of how a publisher can work closely with and capitalize on the popularity of streamers who are already embraced by their communities. The combination of fan favorites, new exciting features, and publisher support proved to be a fruitful recipe for Clash Royale.

TENCENT LIKELY TO INCREASE ESPORTS FOCUS EVEN FURTHER

The impact of tournament play offers a very interesting opportunity for Clash Royale, especially considering Tencent’s recent acquisition of a majority stake in Supercell. Tencent is known for creating an esports scene around its games and using it to keep its games high up the Chinese top grossing mobile charts. Newzoo previously posted how 24 out of the top 100 grossing games on all Android stores in China are mobile esports titles. Tencent owns at least half of those titles. The company could very well offer more support for a competitive Clash Royale scene, allowing the game to push further up the global grossing mobile rankings.

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